10/17/2014 Olde Tyme Game Making Turbo Assembler, Programmer Game Game Engines: Why and What? 6 months Dan White 30+ years ago, a game might have 1 Studio Technical Director programmer, and maybe 1 artist Pipeworks
[email protected] A current mid‐large size project looks View from the CEO’s chair… like: Head Count • Games are big business – Current AAA titles: $30 million budget, 2+ year Artists time frame Animators • GTAV = 1 $Billion, $265 million to develope DiDesigners – Even mobile games: $500 thousand Scripters Programmers – Project completion date is very important Producers • Particularly for licensed properties, sports, holiday launches, or anything with advertising Game development Money Product On large projects, programmers are a small part organization On smaller projects, a larger part Where is test? Forgotten as usual.. This means we make games differently… Complexity When I first noticed change… • Even small games are complex software development projects involving multiple Jumpman Atari 800 disciplines. circa 1983: • Just “go make stuff” approach doesn’ t work. • The project management side is a discipline in itself. This game had an EDITOR! • What to do…. At the time, this seemed revolutionary to me. 1 10/17/2014 The solution: Game “Engines” Doom Engine cemented the idea.. • Idea is to use a set of reusable tools and Doom released in 1993 runtime to create product. – Spawned • “Engine,” like “object,” “beta” or “alpha” is a HeXen, Heretic and word that means many things. so on. – Started the idea that an engine is potentially valuable on its own. A more detailed view of today… The real task of engineers • The primary task of engineering is to make tools and Artists runtime to enable artists and designers to make games.